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It`s said in RoyAwesome`s tutorials "Capture Zones and AAS" that we need a SQCaptureZone and SQAASLattice actors placed in the map, but there I can get them? And also we need BP_Gamemode_AAS, the question is the same.

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Hello, so, i'm getting ready to do a couple of personal projects and i wonder,

One of them is a small urban map with enterable buildings, so regarding this one my question is, anything that UE4 accepts, the game will also accept modeling/shader-wise or are there constraints?

The other question would be regarding new weapons, i can model and texture alright, and i have a friend who says can come up with the proper sounds, but is there or will there be a guide to animate them and make them function properly for the game? Or do you recommend one that helps?

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Sadly, I missed the stream but I like text based guides. So, a couple of rusty noob to "pro" tutorial ideas... conveniently some of the ones I'd like to know and use too... weird.

In many places a reference to the correct terminology would do or in others a simple link. Pretty much an index page like PR has but more linear (not broken down to difficulty or tips). I get that Google can help people learn most of these things, outside Squad specifications. Bringing it together in a clear way would help bolster more minds for modding.

Level checklist -- Order of operations.

Terrain

Heightmap

Real World Data Sources

World Machine Terrain Basics

Gist of what to use WM for and what to do in UE. -- what to not waste your time doing in one or the other. For me, in terms of texturing and water level.

Any limitations, like number of textures etc etc, like there were for BFe

Objects

Instancing, Grid Snapping

Custom (Blender workflow since it's what most cheapskates, like myself, use.)

Model Checklist for quality results. -- Order of operations to keep hair loss to a minimum.

Lod basics & references, with vert/tri counts for sample objects (I get this is very subjective as you always want the least that looks the best).

Texture resources - sources, tools, tiling, resolutions, reusability.

UV, Baking individual maps, combining, projection paint.(if anyone knows of a way in Blender to combine a material's normal texture with a geometry's so it creates a single new normal map, let me know. I've been trying to figure that one out for a while now)

Export and import to UE

UE materials/shader setups.

Any tips on making objects and textures more reusable, but efficient. Like not adding decals to a building's base texture, common dimensions for working in grids, when to break up buildings into segments and get the most out of the least work.
+ Info Arch - Ex. In Skyrim they had a single dir for all mod assets so if one mod used the same asset from another that they wouldn't cause conflict (unless a dumbass modified without renaming). Is there a common setup that we should use to do this for Squad? (would require mod hierarchy/load-order)

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i watched a video that showed how to create a terrain using TerreSculpt to make layer masks, and then use those masks to filter the Base Material.

The guy showed how to create a new Base Material by copy-paste 'ing selected materials in the Content, into a single (the first one he opened) Blueprint. He ended up with 3 Material sub-layers (Rock, Grass + Dirt) linked together to make a new Base Material and saved that using his Maps' Name.

My question is: since i cannot seem to copy-paste existing materials from one Blueprint Window to another. . . then, are we not allowed to do that?

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Does anyone know why the SDK folders are different than what it says? Irontaxi's screenshot shows a "Squad project file", while all that is in MY SDK folder are three folders "Binaries", "Config" and "Content"...

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for me, i re-downloaded the SDK and got the Project file to show correctly (my first problem), but thats now not my current problem, although i will try again using the method(s) you metioned above to see if that helps the current issue, below.

ive replied to Iron' in the discordz: he suggested i delete the contents of the Defered Cache folder in my Squad(?) folder because i am ahving troubles with Master Materials (terrain ones) loosing their initial textures in the blueprint, as soon as i click on them in the Content browser.

seems i dont have this folder anywhere on my computer, so that is a likely cause i think.

if anyone else is having issues like me, please reply, any help is greatly appreciated.

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for me, i re-downloaded the SDK and got the Project file to show correctly (my first problem), but thats now not my current problem, although i will try again using the method(s) you metioned above to see if that helps the current issue, below.

ive replied to Iron' in the discordz: he suggested i delete the contents of the Defered Cache folder in my Squad(?) folder because i am ahving troubles with Master Materials (terrain ones) loosing their initial textures in the blueprint, as soon as i click on them in the Content browser.

seems i dont have this folder anywhere on my computer, so that is a likely cause i think.

if anyone else is having issues like me, please reply, any help is greatly appreciated.

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yep, pretty much, reverts to Default Surface/Material in the previews and on any surface ive applied it/them.

when i click on the Master, to copy it to another folder or simply bring up the right-click context menu, the Masters loose the UV and ColorMap textures from the left-hand nodes in the BP editor. they are gone. this happens as soon as i click on them.

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yep, pretty much, reverts to Default Surface/Material in the previews and on any surface ive applied it/them.

when i click on the Master, to copy it to another folder or simply bring up the right-click context menu, the Masters loose the UV and ColorMap textures from the left-hand nodes in the BP editor. they are gone. this happens as soon as i click on them.

ive posted all the problems here in this thread>

.LJ

* Heavy breathing down the phone with a Darth Vader voice modifying device.

I have an old pic of you Uppy took with a small fish you caught from the OGN days, I'll post it here unless you post me a teaser. Im pretty good with photoshop now...i can make that fish you caught look bigger, or even smaller...and no-one will ever know except you, me and anyone else who reads this post. It's your choice LJ but i warn you now not to underestimate my photo chopping skills.

Disclaimer.

Ok, this blackmail attempt prolly won't work but i am desperate and willing to try anything!

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How do i add a new weapon to a character? I'm making hk 416 model and if it is possible i can just replace the m4 mesh with hk 416 so i would not need to mess with new animations. Might find out myself later as i havent figured out how everything is supposed to be set up, but it's nice if someone gives me a hint

Edited June 26, 2016 by FalkeS

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How do i add a new weapon to a character? I'm making hk 416 model and if it is possible i can just replace the m4 mesh with hk 416 so i would not need to mess with new animations. Might find out myself later as i havent figured out how everything is supposed to be set up, but it's nice if someone gives me a hint

To anyone having the same question, here's what i did - I exported the M4 and imported it into 3d modelling software, adjusted all moving gun parts to bones, exported the model, imported <as skeletal mesh>, copied the m4 blueprint and edited to my new model.

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Why is the process of running the SDK first time taking more than 20 minutes? What large content/heavily encrypted content is there in the SDK that the CPU has to work on THAT long? (I got my i7 2600K running @ 4.4 GHz, no thermal throttling as it's cooled to 70°C)

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Another thing: Does anyone in Squad Modding Community buy full version of L3DT, I would like to convert my three srtm.tar.gz files from OpenTopo into an HFZ file to start working on 4km² (or even 8 or 16km² ?! ) maps for Squad.